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IR is permable with no recharge in it at all. It lasts 60 seconds and recharges in 60 seconds. Since it is not a stackable buff(from the same controller/defender), overlapping it does nothing. It is far better to put additional jump enhancement in it as it will give all your team incredible jumping abilities. However most people don't require it since they have their own travel powers.
Originally Posted by EmperorSteele
For IR, that makes sense, but I also kinda like that Kin has a few "skippable" powers. Makes it easier to construct a build. Also, since IR is very easily perma-able (like, one recharge enhancement), I doubt the defense bonus would be allowed to be too much. If it was substantial (like over 5%), the recharge on the power would have to be increased, which would mean that it would fail in its primary function: a travel power. Unless you think it would be fun to "run out" of IR halfway through a jump, land in a pit, then have to wait 30+ seconds before you could jump out.
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